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Flanker562

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Everything posted by Flanker562

  1. Was doing some sling load practice with the Ghost Hawk and when lifting the Cruise Missile Container I was having issues all of a sudden. So to remedy that I've made the Cruise Missile Container heavier, so it can only be lifted by the Huron or Taru. I don't know if any milsim units are having any issues with lifting it with a Ghost Hawk, but it made me concerned, so it's heavier and can only be lifted by those two (or any helicopter that can lift more than 4500kg).
  2. I've always been into aviation since I was really young, so don't ask me as to why I joined the US Army either. It did help in Afghanistan, knowing somewhat the perspective of people who fly. But anyway hopefully Rafael helps you out.
  3. EricJ Cherokee Containers RC17 - Increased the number of First Aid Kits and MedKits.
  4. I'd rather go with German engineering than half-assed work from TW, that's my opinion on the matter. I mean, I use eye measurements for models I've done in Arma 3, as you can't (or maybe I just haven't found after all these years) model according to exact measurements. I mean, it's a valid argument while I may not use the Shafrir 1 and 2, but it's good knowing that they're well-researched.
  5. The impression I got with Wrench that is was player controlled ECM pods, not AI, as tests I've done showed that they more or less work when AI controls it. It could be becasue it was an internal jammer as opposed to pods, but that's the first I heard of that. Maybe @Wrench could shed some more light on that though, but okay.
  6. Yeah I don't really know the effectiveness of the Vietnam-era ECM honestly nor modern systems and how effective they really are. A video on the Growler produced an EWO's response of "it depends", and that's hard to translate to effectiveness in the game, since that's what I'm angling to do. I just made up some values based on Homefries's work with the EA-6B pack and went from there. Honestly I was shooting in the dark when I did the SH stuff, so that's about as "modern" as it gets I guess.
  7. I don't know how it works out, but the ECM values I have for my Super Hornets are pretty good, so there's hope, just not much with other systems I suppose.
  8. From what I understand the ECM pods are simply eye candy. Wrench stated that a patch borked them, so carrying them is useless, and for it to "work", it has to be an "internal" ECM jammer for the game to recognize it. Overall some of the ECM pods even when Internal (ALQ-131 I'm looking at you) don't work vs. various threats. So overall you're still taking a chance with them anyway, and frankly don't think that they're up to par with threats anyway. Kinda a waste of pylon space.
  9. I guess (I don't know the reasoning) it's because Navy jets operate off a carrier, so an internal jammer would make sense in the terms of weight and pylons available for weapons and stuff. I mean I never knew the reasoning and curious what somebody who knows has to say on this, as I'm curious myself.
  10. You know right? No wonder they had GCI...
  11. Well after a test I finally got the SAM Container working. I bounced the idea of just creating a missile, but I figured it would be more suitable for the Titan AA missile to be used. Right now I don't have much planned for any of my mods, so I can maybe rest on the laurels a bit and take a break while I get used to the milsim unit I just joined.
  12. EricJ Cherokee Containers RC16 - Added a "SAM Container", that fires Titan AA missiles, and has 24 missiles. It is useable by players and UAV AI alike.
  13. EricJ Helicopter Pack RC87 - SAM Container Turret now works, can engage with the player using it. https://drive.google.com/file/d/13j6e3PTlVz4TCIBOAtJK6bPTm-JtVSOU/view?usp=sharing
  14. Here's a quick and dirty test. and firing and hitting the target wasn't too hard really. But here's a quick video of me shooting down a target drone with the missile by dtmdragon.
  15. Okay, I guess it just works on those settings. I guess you fly on Hard then? I fly on Hard HUD and Normal flight and I think the lead works fine on the Super Hornet, but good to know.
  16. To be honest with you I don't fly the F-14 at all, so you'll have to ask him or fly what I suspect are the TMF F-14s. You could be having the issue because you're flying the TW F-14A, and that could very well be the issue you're having with the sight.
  17. You may want to try sickledcells videos to maybe help with your issue. He apparently is on CombatAce (I don't know his handle here), but here's his YouTube and he does a lot of F-14 videos, maybe this might help: https://www.youtube.com/@sickledcell
  18. Yeah, but who knows it may work too. I usually don't play campaigns so I can only do so much and not much I can do to help.
  19. Could be just the mission and think about getting an external hard drive. So far mine has been reliable, but having one and saving stuff is a must for some programs, but I think the mission just may be borked.
  20. Well the Search function didn't work as it should. Anyway maybe contact angelp for that, but I would think that it would use the default sounds, or the sounds are broken. And a quick look at the Data.ini of the systems, it shows TruckLoop, or TankEngine, which are default sounds, so not sure. If you mean the radar, it intentionally (with a virgin download) shows no sound with the radar vehicle. So what you should do is open that Data.ini and where it says: [Sound] EngineSoundName= MovementSoundName=' Put TruckLoop after the EngineSoundName= That way you'll have at least a sound with it. But I'm guessing that the sounds are by default anyway, so not sure what I can do to help with that if it's not making sounds while launching.
  21. I may not be able to help, but what exact sound are you looking for? Missile launch? Vehicle noise (which should already be configured I assume) or what exact sound do you need? Furthermore where did you get an HQ-9 for the game? I didn't find it in the Downloads. Is this a DAT product? If so you may need to go to their forums and ask this question if you didn't (or whatever respective maker of the mod) get it from here. I mean we can only do so much.
  22. No, there's no way to change it, other than some modder who might know how to do so. If not, well what you see is what you get. You also have to hit E (works with guided LGBs and Maverick style weapons) to select the target. SF2 has no DCS style manual control of the seeker. Pressing E will automagically slew it though, if that's the primary target and random target.
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